minor view bobbing improvements

This commit is contained in:
Kahrl 2011-09-08 13:34:28 +02:00
parent 0931d4b7ff
commit f2ec226521

@ -25,6 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "utility.h"
#include <cmath>
const s32 BOBFRAMES = 0x1000000; // must be a power of two
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_smgr(smgr),
m_playernode(NULL),
@ -70,18 +72,17 @@ void Camera::step(f32 dtime)
{
if (m_view_bobbing_state != 0)
{
const f32 bobspeed = 0x1000000;
s32 offset = MYMAX(dtime * bobspeed, 1);
s32 offset = MYMAX(dtime * BOBFRAMES, 1);
if (m_view_bobbing_state == 2)
{
// Animation is getting turned off
s32 subanim = (m_view_bobbing_anim & 0x7fffff);
if (subanim < 0x400000)
s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
if (subanim < BOBFRAMES/4)
offset = -1 * MYMIN(offset, subanim);
else
offset = MYMIN(offset, 0x800000 - subanim);
offset = MYMIN(offset, BOBFRAMES/2 - subanim);
}
m_view_bobbing_anim = (m_view_bobbing_anim + offset) & 0xffffff;
m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
}
}
@ -102,14 +103,20 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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 = 0.02 * 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;
if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0)
{
f32 bobamount = cos(player->getPitch() * M_PI / 180);
bobamount = 2 * MYMIN(bobamount, 0.5);
f32 bobangle = m_view_bobbing_anim * 2 * M_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;
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);