Implemented view bobbing (testing simple lemniscate shape)

This commit is contained in:
Kahrl 2011-09-08 13:03:55 +02:00
parent 18771a39cf
commit ccadebabba
3 changed files with 72 additions and 30 deletions

@ -49,12 +49,15 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
m_view_bobbing_anim(0),
m_view_bobbing_anim_left(0)
m_view_bobbing_state(0)
{
//dstream<<__FUNCTION_NAME<<std::endl;
// 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_cameranode = smgr->addCameraSceneNode(m_playernode);
m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
m_cameranode->bindTargetAndRotation(true);
updateSettings();
}
@ -65,6 +68,21 @@ Camera::~Camera()
void Camera::step(f32 dtime)
{
if (m_view_bobbing_state != 0)
{
const f32 bobspeed = 0x1000000;
s32 offset = MYMAX(dtime * bobspeed, 1);
if (m_view_bobbing_state == 2)
{
// Animation is getting turned off
s32 subanim = (m_view_bobbing_anim & 0x7fffff);
if (subanim < 0x400000)
offset = -1 * MYMIN(offset, subanim);
else
offset = MYMIN(offset, 0x800000 - subanim);
}
m_view_bobbing_anim = (m_view_bobbing_anim + offset) & 0xffffff;
}
}
void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
@ -72,43 +90,66 @@ 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(player->getPitch(), -1 * player->getYaw(), 0));
m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
m_playernode->updateAbsolutePosition();
// Compute relative camera position and target
v3f relative_cam_pos = player->getEyePosition() - player->getPosition();
v3f relative_cam_target = v3f(0,0,1);
relative_cam_target.rotateYZBy(player->getPitch());
relative_cam_target += relative_cam_pos;
f32 bobangle = m_view_bobbing_anim * 2 * M_PI / 0x1000000;
f32 bobangle_s = sin(bobangle);
f32 bobangle_c = cos(bobangle);
f32 bobwidth = 0.03 * cos(player->getPitch() * M_PI / 180)
/ (bobangle_c * bobangle_c + 1);
f32 bobheight = bobwidth;
relative_cam_pos.X += bobwidth * bobangle_s;
relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
// 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_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);
// 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));
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
// Just so big a value that everything rendered is visible
// Some more allowance that m_viewing_range_max * BS because of active objects etc.
m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
m_camera_position = player->getEyePosition(); // TODO bobbing
m_cameranode->setPosition(m_camera_position);
m_camera_direction = v3f(0,0,1);
m_camera_direction.rotateYZBy(player->getPitch());
m_camera_direction.rotateXZBy(player->getYaw());
// *100.0 helps in large map coordinates
m_cameranode->setTarget(m_camera_position + m_camera_direction * 100.0);
// Render distance feedback loop
updateViewingRange(frametime);
// Check if view bobbing is active
// If the player seems to be walking on solid ground,
// view bobbing is enabled and free_move is off,
// start (or continue) the view bobbing animation.
v3f speed = player->getSpeed();
f32 epsilon = BS / 1000.0;
if (speed.X * speed.X + speed.Z * speed.Z > epsilon*epsilon &&
speed.Y < epsilon &&
g_settings.getBool("view_bobbing") == true &&
g_settings.getBool("free_move") == false)
//dstream<<"speed: ("<<speed.X<<","<<speed.Y<<","<<speed.Z<<")"<<std::endl;
if ((hypot(speed.X, speed.Z) > BS) &&
(fabs(speed.Y) < BS/10) &&
(g_settings.getBool("view_bobbing") == true) &&
(g_settings.getBool("free_move") == false))
{
// The player seems to be walking on solid ground.
// Enable view bobbing.
//dstream << "View bobbing active" << std::endl;
// Start animation
m_view_bobbing_state = 1;
}
else
else if (m_view_bobbing_state == 1)
{
//dstream << "View bobbing inactive" << std::endl;
// Stop animation
m_view_bobbing_state = 2;
}
}

@ -38,7 +38,7 @@ public:
// Get player scene node.
// This node is positioned at the player's torso (without any view bobbing),
// as given by Player::m_position, Player::m_pitch and Player::m_yaw.
// 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
{
@ -46,7 +46,6 @@ public:
}
// Get camera scene node.
// The camera node is a child of the player node.
// It has the eye transformation and view bobbing applied.
inline scene::ICameraSceneNode* getCameraNode() const
{
@ -131,10 +130,12 @@ private:
f32 m_frametime_counter;
f32 m_time_per_range;
// View bobbing animation frame (0 <= m_view_bobbing < 0x10000)
u32 m_view_bobbing_anim;
// Number of frames to continue the view bobbing animation.
u32 m_view_bobbing_anim_left;
// View bobbing animation frame (0 <= m_view_bobbing < 0x1000000)
s32 m_view_bobbing_anim;
// If 0, view bobbing is off (e.g. player is standing).
// If 1, view bobbing is on (player is walking).
// If 2, view bobbing is getting switched off.
s32 m_view_bobbing_state;
};
#endif

@ -1477,7 +1477,7 @@ void the_game(
if(FIELD_OF_VIEW_TEST)
{
client.updateCamera(v3f(0,0,0), v3f(0,0,1), M_PI);
client.updateCamera(v3f(0,0,0), v3f(0,0,1), camera_fov);
}
else
{