View bobbing is slower in the water.

This commit is contained in:
Kahrl 2011-09-08 23:31:48 +02:00
parent 524cf237b8
commit fc92da4324
2 changed files with 9 additions and 6 deletions

@ -19,10 +19,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "camera.h"
#include "debug.h"
#include "client.h"
#include "main.h" // for g_settings
#include "map.h"
#include "player.h"
#include "utility.h"
#include <cmath>
const s32 BOBFRAMES = 0x1000000; // must be a power of two
@ -51,7 +51,8 @@ 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_state(0)
m_view_bobbing_state(0),
m_view_bobbing_slow(false)
{
//dstream<<__FUNCTION_NAME<<std::endl;
@ -72,7 +73,8 @@ void Camera::step(f32 dtime)
{
if (m_view_bobbing_state != 0)
{
s32 offset = MYMAX(dtime * BOBFRAMES, 1);
f32 bobspeed = (m_view_bobbing_slow ? (BOBFRAMES / 4) : BOBFRAMES);
s32 offset = MYMAX(dtime * bobspeed, 1);
if (m_view_bobbing_state == 2)
{
// Animation is getting turned off
@ -93,7 +95,6 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
// 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();
@ -144,9 +145,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
// view bobbing is enabled and free_move is off,
// start (or continue) the view bobbing animation.
v3f speed = player->getSpeed();
//dstream<<"speed: ("<<speed.X<<","<<speed.Y<<","<<speed.Z<<")"<<std::endl;
if ((hypot(speed.X, speed.Z) > BS) &&
(fabs(speed.Y) < BS/10) &&
(player->touching_ground) &&
(g_settings.getBool("view_bobbing") == true) &&
(g_settings.getBool("free_move") == false))
{
@ -158,6 +158,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
// Stop animation
m_view_bobbing_state = 2;
}
m_view_bobbing_slow = player->in_water_stable;
}
void Camera::updateViewingRange(f32 frametime_in)

@ -136,6 +136,8 @@ 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;
};
#endif