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Camera: Arm inertia code cleanup (#6094)
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014a1a0805
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@ -37,6 +37,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "script/scripting_client.h"
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#include "script/scripting_client.h"
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#define CAMERA_OFFSET_STEP 200
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#define CAMERA_OFFSET_STEP 200
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#define WIELDMESH_OFFSET_X 55.0f
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#define WIELDMESH_OFFSET_Y -35.0f
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Camera::Camera(MapDrawControl &draw_control, Client *client):
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Camera::Camera(MapDrawControl &draw_control, Client *client):
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m_draw_control(draw_control),
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m_draw_control(draw_control),
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@ -192,8 +194,8 @@ void Camera::step(f32 dtime)
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static inline v2f dir(const v2f &pos_dist)
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static inline v2f dir(const v2f &pos_dist)
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{
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{
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f32 x = pos_dist.X - 55.0f;
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f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
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f32 y = pos_dist.Y + 35.0f;
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f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
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f32 x_abs = std::fabs(x);
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f32 x_abs = std::fabs(x);
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f32 y_abs = std::fabs(y);
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f32 y_abs = std::fabs(y);
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@ -211,10 +213,12 @@ static inline v2f dir(const v2f &pos_dist)
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return v2f(std::fabs(x), std::fabs(y));
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return v2f(std::fabs(x), std::fabs(y));
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}
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}
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void Camera::addArmInertia(f32 player_yaw, f32 frametime)
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void Camera::addArmInertia(f32 player_yaw)
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{
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{
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m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / frametime) * 0.01f;
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m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / 0.016f) * 0.01f;
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m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / frametime);
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m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
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f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
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f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
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if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
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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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/*
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@ -226,40 +230,29 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
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if (m_cam_vel.X > m_cam_vel_old.X)
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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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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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f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
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// right
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m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
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m_cam_vel.X -= std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
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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_cam_vel.X += std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
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m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X;
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}
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if (m_last_cam_pos.X != player_yaw)
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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_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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m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
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WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
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}
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}
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if (m_cam_vel.Y > 1.0f) {
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if (m_cam_vel.Y > 1.0f) {
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if (m_cam_vel.Y > m_cam_vel_old.Y)
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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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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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f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
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// down
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m_wieldmesh_offset.Y +=
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m_cam_vel.Y -= std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
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m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
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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_cam_vel.Y += std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
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m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y;
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}
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if (m_last_cam_pos.Y != m_camera_direction.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_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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m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
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WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
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}
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}
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m_arm_dir = dir(m_wieldmesh_offset);
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m_arm_dir = dir(m_wieldmesh_offset);
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@ -269,28 +262,23 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
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following a vector, with a smooth deceleration factor.
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following a vector, with a smooth deceleration factor.
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*/
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*/
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f32 acc_X = (m_cam_vel_old.X * (1.0f + (1.0f - m_arm_dir.X))) /
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f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
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(20.0f / std::fabs(55.0f - m_wieldmesh_offset.X));
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(1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
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f32 acc_Y = (m_cam_vel_old.Y * (1.0f + (1.0f - m_arm_dir.Y))) /
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(15.0f / std::fabs(-35.0f - m_wieldmesh_offset.Y));
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if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f)
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f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
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(1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
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if (gap_X < 0.1f)
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m_cam_vel_old.X = 0.0f;
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m_cam_vel_old.X = 0.0f;
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if (m_wieldmesh_offset.X > 55.0f)
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m_wieldmesh_offset.X -=
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m_wieldmesh_offset.X -= (0.2f + frametime) * acc_X;
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m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
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if (m_wieldmesh_offset.X < 55.0f)
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if (gap_Y < 0.1f)
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m_wieldmesh_offset.X += (0.2f + frametime) * acc_X;
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if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f)
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m_cam_vel_old.Y = 0.0f;
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m_cam_vel_old.Y = 0.0f;
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if (m_wieldmesh_offset.Y > -35.0f)
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m_wieldmesh_offset.Y -=
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m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y;
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m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
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if (m_wieldmesh_offset.Y < -35.0f)
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m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y;
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}
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}
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}
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}
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@ -482,8 +470,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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m_cameranode->setAspectRatio(m_aspect);
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m_cameranode->setAspectRatio(m_aspect);
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m_cameranode->setFOV(m_fov_y);
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m_cameranode->setFOV(m_fov_y);
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if (m_arm_inertia && frametime > 0.0f)
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if (m_arm_inertia)
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addArmInertia(player->getYaw(), frametime);
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addArmInertia(player->getYaw());
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// Position the wielded item
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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(45, -35, 65);
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@ -165,7 +165,7 @@ public:
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void drawNametags();
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void drawNametags();
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inline void addArmInertia(f32 player_yaw, f32 frametime);
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inline void addArmInertia(f32 player_yaw);
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private:
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private:
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// Nodes
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// Nodes
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