This looks more like MC view bobbing, but still not even close

This commit is contained in:
Kahrl 2011-09-18 02:17:39 +02:00
parent acfb2bb8bc
commit ae66d611f2
2 changed files with 30 additions and 24 deletions

@ -53,7 +53,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_view_bobbing_anim(0),
m_view_bobbing_state(0),
m_view_bobbing_slow(false)
m_view_bobbing_speed(0)
{
//dstream<<__FUNCTION_NAME<<std::endl;
@ -95,8 +95,7 @@ void Camera::step(f32 dtime)
{
if (m_view_bobbing_state != 0)
{
f32 bobspeed = (m_view_bobbing_slow ? (BOBFRAMES / 4) : BOBFRAMES);
s32 offset = MYMAX(dtime * bobspeed, 1);
s32 offset = MYMAX(dtime * m_view_bobbing_speed * 0.035 * BOBFRAMES, 1);
if (m_view_bobbing_state == 2)
{
// Animation is getting turned off
@ -123,35 +122,36 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
// Compute relative camera position and target
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;
v3f rel_cam_pos = v3f(0,0,0);
v3f rel_cam_target = v3f(0,0,1);
if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0)
s32 bobframe = m_view_bobbing_anim & (BOBFRAMES/2-1);
if (bobframe != 0)
{
f32 bobamount = cos(player->getPitch() * PI / 180);
bobamount = 2 * MYMIN(bobamount, 0.5);
f32 bobfrac = (f32) bobframe / (BOBFRAMES/2);
f32 bobdir = (m_view_bobbing_anim < (BOBFRAMES/2)) ? 1.0 : -1.0;
f32 bobangle = m_view_bobbing_anim * 2 * PI / BOBFRAMES;
f32 bobangle_s = sin(bobangle);
f32 bobangle_c = cos(bobangle);
f32 bobwidth = 0.02 * bobamount / (bobangle_c * bobangle_c + 1);
f32 bobheight = 1.5 * bobwidth;
f32 bobknob = 1.2;
f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
relative_cam_pos.X += bobwidth * bobangle_s;
relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
v3f bobvec = v3f(
0.01 * bobdir * sin(bobfrac * PI),
0.005 * bobtmp * bobtmp,
0.);
rel_cam_pos += bobvec * 3.;
rel_cam_target += bobvec * 1.5;
}
// Compute absolute camera position and target
m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
m_playernode->getAbsoluteTransformation().transformVect(m_camera_direction, relative_cam_target);
m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target);
m_camera_direction -= m_camera_position;
// Set camera node transformation
m_cameranode->setPosition(m_camera_position);
// *100.0 helps in large map coordinates
m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
m_cameranode->setTarget(m_camera_position + 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));
@ -175,13 +175,19 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
{
// Start animation
m_view_bobbing_state = 1;
m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
}
else if (m_view_bobbing_state == 1)
{
// Stop animation
m_view_bobbing_state = 2;
m_view_bobbing_speed = 100;
}
else if (m_view_bobbing_state == 2 && bobframe == 0)
{
// Stop animation completed
m_view_bobbing_state = 0;
}
m_view_bobbing_slow = player->in_water_stable;
}
void Camera::updateViewingRange(f32 frametime_in)

@ -147,8 +147,8 @@ private:
// If 1, view bobbing is on (player is walking).
// If 2, view bobbing is getting switched off.
s32 m_view_bobbing_state;
// If true, view bobbing is slown down (player is swimming)
bool m_view_bobbing_slow;
// Speed of view bobbing animation
f32 m_view_bobbing_speed;
};
#endif