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Add Arm Inertia (#6050)
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@ -469,6 +469,10 @@ enable_waving_plants (Waving plants) bool false
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[***Advanced]
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# Arm inertia, gives a more realistic movement of
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# the arm when the camera moves.
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arm_inertia (Arm inertia) bool true
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# If FPS would go higher than this, limit it by sleeping
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# to not waste CPU power for no benefit.
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fps_max (Maximum FPS) int 60
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@ -534,6 +534,11 @@
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#### Advanced
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# Arm inertia, gives a more realistic movement of
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# the arm when the camera moves.
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# type: bool
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# arm_inertia = true
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# If FPS would go higher than this, limit it by sleeping
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# to not waste CPU power for no benefit.
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# type: int
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@ -75,6 +75,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
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m_cache_fov = g_settings->getFloat("fov");
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m_cache_zoom_fov = g_settings->getFloat("zoom_fov");
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m_arm_inertia = g_settings->getBool("arm_inertia");
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m_nametags.clear();
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}
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@ -193,6 +194,82 @@ void Camera::step(f32 dtime)
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}
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}
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void Camera::add_arm_inertia(f32 player_yaw, f32 frametime)
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{
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m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / m_timer.X) * 0.01f;
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m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / m_timer.Y);
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if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
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/*
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the arm moves when the camera moves fast enough.
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*/
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if (m_cam_vel.X > 1.0f) {
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m_timer.X = 0.0f;
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m_timer.X += frametime;
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if (m_cam_vel.X > m_cam_vel_old.X)
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m_cam_vel_old.X = m_cam_vel.X;
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if (m_last_cam_pos.X > player_yaw)
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// right
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m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X;
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else
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// left
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m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X;
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if (m_last_cam_pos.X != player_yaw)
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m_last_cam_pos.X = player_yaw;
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m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, 48.0f, 62.0f);
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}
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if (m_cam_vel.Y > 1.0f) {
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m_timer.Y = 0.0f;
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m_timer.Y += frametime;
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if (m_cam_vel.Y > m_cam_vel_old.Y)
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m_cam_vel_old.Y = m_cam_vel.Y;
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if (m_last_cam_pos.Y > m_camera_direction.Y)
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// down
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m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y;
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else
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// up
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m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y;
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if (m_last_cam_pos.Y != m_camera_direction.Y)
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m_last_cam_pos.Y = m_camera_direction.Y;
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m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, -45.0f, -30.0f);
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}
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} else {
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/*
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the arm now gets back to its default position when the camera stops.
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*/
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if (floor(m_wieldmesh_offset.X) == 55.0f) {
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m_cam_vel_old.X = 0.0f;
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m_wieldmesh_offset.X = 55.0f;
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}
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if (m_wieldmesh_offset.X > 55.0f)
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m_wieldmesh_offset.X -= (0.05f + frametime) * m_cam_vel_old.X;
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if (m_wieldmesh_offset.X < 55.0f)
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m_wieldmesh_offset.X += (0.05f + frametime) * m_cam_vel_old.X;
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if (floor(m_wieldmesh_offset.Y) == -35.0f) {
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m_cam_vel_old.Y = 0.0f;
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m_wieldmesh_offset.Y = -35.0f;
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}
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if (m_wieldmesh_offset.Y > -35.0f)
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m_wieldmesh_offset.Y -= (0.05f + frametime) * m_cam_vel_old.Y;
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if (m_wieldmesh_offset.Y < -35.0f)
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m_wieldmesh_offset.Y += (0.05f + frametime) * m_cam_vel_old.Y;
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}
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}
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void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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f32 tool_reload_ratio, ClientEnvironment &c_env)
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{
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@ -380,12 +457,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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m_cameranode->setAspectRatio(m_aspect);
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m_cameranode->setFOV(m_fov_y);
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float wieldmesh_offset_Y = -35 + player->getPitch() * 0.05;
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wieldmesh_offset_Y = rangelim(wieldmesh_offset_Y, -52, -32);
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if (m_arm_inertia)
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add_arm_inertia(player->getYaw(), frametime);
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// Position the wielded item
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//v3f wield_position = v3f(45, -35, 65);
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v3f wield_position = v3f(55, wieldmesh_offset_Y, 65);
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v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
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//v3f wield_rotation = v3f(-100, 120, -100);
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v3f wield_rotation = v3f(-100, 120, -100);
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wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
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@ -166,6 +166,8 @@ public:
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void drawNametags();
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inline void add_arm_inertia(f32 player_yaw, f32 frametime);
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private:
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// Nodes
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scene::ISceneNode *m_playernode = nullptr;
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@ -188,6 +190,12 @@ private:
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// Camera offset
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v3s16 m_camera_offset;
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v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
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v2f m_timer;
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v2f m_cam_vel;
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v2f m_cam_vel_old;
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v2f m_last_cam_pos;
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// Field of view and aspect ratio stuff
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f32 m_aspect = 1.0f;
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f32 m_fov_x = 1.0f;
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@ -221,6 +229,7 @@ private:
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f32 m_cache_view_bobbing_amount;
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f32 m_cache_fov;
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f32 m_cache_zoom_fov;
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bool m_arm_inertia;
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std::list<Nametag *> m_nametags;
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};
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@ -171,6 +171,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("ambient_occlusion_gamma", "2.2");
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settings->setDefault("enable_shaders", "true");
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settings->setDefault("enable_particles", "true");
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settings->setDefault("arm_inertia", "true");
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settings->setDefault("enable_minimap", "true");
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settings->setDefault("minimap_shape_round", "true");
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