forked from Mirrorlandia_minetest/minetest
This looks more like MC view bobbing, but still not even close
This commit is contained in:
parent
acfb2bb8bc
commit
ae66d611f2
@ -53,7 +53,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
|
|||||||
|
|
||||||
m_view_bobbing_anim(0),
|
m_view_bobbing_anim(0),
|
||||||
m_view_bobbing_state(0),
|
m_view_bobbing_state(0),
|
||||||
m_view_bobbing_slow(false)
|
m_view_bobbing_speed(0)
|
||||||
{
|
{
|
||||||
//dstream<<__FUNCTION_NAME<<std::endl;
|
//dstream<<__FUNCTION_NAME<<std::endl;
|
||||||
|
|
||||||
@ -95,8 +95,7 @@ void Camera::step(f32 dtime)
|
|||||||
{
|
{
|
||||||
if (m_view_bobbing_state != 0)
|
if (m_view_bobbing_state != 0)
|
||||||
{
|
{
|
||||||
f32 bobspeed = (m_view_bobbing_slow ? (BOBFRAMES / 4) : BOBFRAMES);
|
s32 offset = MYMAX(dtime * m_view_bobbing_speed * 0.035 * BOBFRAMES, 1);
|
||||||
s32 offset = MYMAX(dtime * bobspeed, 1);
|
|
||||||
if (m_view_bobbing_state == 2)
|
if (m_view_bobbing_state == 2)
|
||||||
{
|
{
|
||||||
// Animation is getting turned off
|
// 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));
|
m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
|
||||||
|
|
||||||
// Compute relative camera position and target
|
// Compute relative camera position and target
|
||||||
v3f relative_cam_pos = eye_offset;
|
v3f rel_cam_pos = v3f(0,0,0);
|
||||||
v3f relative_cam_target = v3f(0,0,1);
|
v3f rel_cam_target = v3f(0,0,1);
|
||||||
relative_cam_target.rotateYZBy(player->getPitch());
|
|
||||||
relative_cam_target += relative_cam_pos;
|
|
||||||
|
|
||||||
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);
|
f32 bobfrac = (f32) bobframe / (BOBFRAMES/2);
|
||||||
bobamount = 2 * MYMIN(bobamount, 0.5);
|
f32 bobdir = (m_view_bobbing_anim < (BOBFRAMES/2)) ? 1.0 : -1.0;
|
||||||
|
|
||||||
f32 bobangle = m_view_bobbing_anim * 2 * PI / BOBFRAMES;
|
f32 bobknob = 1.2;
|
||||||
f32 bobangle_s = sin(bobangle);
|
f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
|
||||||
f32 bobangle_c = cos(bobangle);
|
|
||||||
f32 bobwidth = 0.02 * bobamount / (bobangle_c * bobangle_c + 1);
|
|
||||||
f32 bobheight = 1.5 * bobwidth;
|
|
||||||
|
|
||||||
relative_cam_pos.X += bobwidth * bobangle_s;
|
v3f bobvec = v3f(
|
||||||
relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
|
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
|
// Compute absolute camera position and target
|
||||||
m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
|
m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
|
||||||
m_playernode->getAbsoluteTransformation().transformVect(m_camera_direction, relative_cam_target);
|
m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target);
|
||||||
m_camera_direction -= m_camera_position;
|
m_camera_direction -= m_camera_position;
|
||||||
|
|
||||||
// Set camera node transformation
|
// Set camera node transformation
|
||||||
m_cameranode->setPosition(m_camera_position);
|
m_cameranode->setPosition(m_camera_position);
|
||||||
// *100.0 helps in large map coordinates
|
m_cameranode->setTarget(m_camera_position + m_camera_direction);
|
||||||
m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
|
|
||||||
// FOV and and aspect ratio
|
// FOV and and aspect ratio
|
||||||
m_aspect = (f32)screensize.X / (f32) screensize.Y;
|
m_aspect = (f32)screensize.X / (f32) screensize.Y;
|
||||||
m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_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
|
// Start animation
|
||||||
m_view_bobbing_state = 1;
|
m_view_bobbing_state = 1;
|
||||||
|
m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
|
||||||
}
|
}
|
||||||
else if (m_view_bobbing_state == 1)
|
else if (m_view_bobbing_state == 1)
|
||||||
{
|
{
|
||||||
// Stop animation
|
// Stop animation
|
||||||
m_view_bobbing_state = 2;
|
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)
|
void Camera::updateViewingRange(f32 frametime_in)
|
||||||
|
@ -147,8 +147,8 @@ private:
|
|||||||
// If 1, view bobbing is on (player is walking).
|
// If 1, view bobbing is on (player is walking).
|
||||||
// If 2, view bobbing is getting switched off.
|
// If 2, view bobbing is getting switched off.
|
||||||
s32 m_view_bobbing_state;
|
s32 m_view_bobbing_state;
|
||||||
// If true, view bobbing is slown down (player is swimming)
|
// Speed of view bobbing animation
|
||||||
bool m_view_bobbing_slow;
|
f32 m_view_bobbing_speed;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
Loading…
Reference in New Issue
Block a user