forked from Mirrorlandia_minetest/minetest
View bobbing is slower in the water.
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parent
524cf237b8
commit
fc92da4324
@ -19,10 +19,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "camera.h"
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#include "debug.h"
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#include "client.h"
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#include "main.h" // for g_settings
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#include "map.h"
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#include "player.h"
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#include "utility.h"
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#include <cmath>
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const s32 BOBFRAMES = 0x1000000; // must be a power of two
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@ -51,7 +51,8 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
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m_view_bobbing_anim(0),
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m_view_bobbing_state(0)
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m_view_bobbing_state(0),
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m_view_bobbing_slow(false)
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{
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//dstream<<__FUNCTION_NAME<<std::endl;
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@ -72,7 +73,8 @@ void Camera::step(f32 dtime)
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{
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if (m_view_bobbing_state != 0)
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{
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s32 offset = MYMAX(dtime * BOBFRAMES, 1);
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f32 bobspeed = (m_view_bobbing_slow ? (BOBFRAMES / 4) : BOBFRAMES);
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s32 offset = MYMAX(dtime * bobspeed, 1);
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if (m_view_bobbing_state == 2)
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{
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// Animation is getting turned off
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@ -93,7 +95,6 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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// Set player node transformation
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m_playernode->setPosition(player->getPosition());
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//m_playernode->setRotation(v3f(player->getPitch(), -1 * player->getYaw(), 0));
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m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
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m_playernode->updateAbsolutePosition();
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@ -144,9 +145,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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// view bobbing is enabled and free_move is off,
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// start (or continue) the view bobbing animation.
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v3f speed = player->getSpeed();
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//dstream<<"speed: ("<<speed.X<<","<<speed.Y<<","<<speed.Z<<")"<<std::endl;
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if ((hypot(speed.X, speed.Z) > BS) &&
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(fabs(speed.Y) < BS/10) &&
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(player->touching_ground) &&
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(g_settings.getBool("view_bobbing") == true) &&
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(g_settings.getBool("free_move") == false))
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{
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@ -158,6 +158,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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// Stop animation
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m_view_bobbing_state = 2;
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}
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m_view_bobbing_slow = player->in_water_stable;
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}
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void Camera::updateViewingRange(f32 frametime_in)
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@ -136,6 +136,8 @@ private:
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// If 1, view bobbing is on (player is walking).
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// If 2, view bobbing is getting switched off.
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s32 m_view_bobbing_state;
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// If true, view bobbing is slown down (player is swimming)
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bool m_view_bobbing_slow;
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};
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#endif
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