Camera: Arm inertia code cleanup (#6094)

This commit is contained in:
kilbith 2017-07-04 09:25:36 +02:00 committed by Loïc Blot
parent 014a1a0805
commit 7c24889773
2 changed files with 32 additions and 44 deletions

@ -37,6 +37,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "script/scripting_client.h" #include "script/scripting_client.h"
#define CAMERA_OFFSET_STEP 200 #define CAMERA_OFFSET_STEP 200
#define WIELDMESH_OFFSET_X 55.0f
#define WIELDMESH_OFFSET_Y -35.0f
Camera::Camera(MapDrawControl &draw_control, Client *client): Camera::Camera(MapDrawControl &draw_control, Client *client):
m_draw_control(draw_control), m_draw_control(draw_control),
@ -192,8 +194,8 @@ void Camera::step(f32 dtime)
static inline v2f dir(const v2f &pos_dist) static inline v2f dir(const v2f &pos_dist)
{ {
f32 x = pos_dist.X - 55.0f; f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
f32 y = pos_dist.Y + 35.0f; f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
f32 x_abs = std::fabs(x); f32 x_abs = std::fabs(x);
f32 y_abs = std::fabs(y); f32 y_abs = std::fabs(y);
@ -211,10 +213,12 @@ static inline v2f dir(const v2f &pos_dist)
return v2f(std::fabs(x), std::fabs(y)); return v2f(std::fabs(x), std::fabs(y));
} }
void Camera::addArmInertia(f32 player_yaw, f32 frametime) void Camera::addArmInertia(f32 player_yaw)
{ {
m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / frametime) * 0.01f; m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / 0.016f) * 0.01f;
m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / frametime); m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) { if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
/* /*
@ -226,40 +230,29 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
if (m_cam_vel.X > m_cam_vel_old.X) if (m_cam_vel.X > m_cam_vel_old.X)
m_cam_vel_old.X = m_cam_vel.X; m_cam_vel_old.X = m_cam_vel.X;
if (m_last_cam_pos.X > player_yaw) { f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
// right m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
m_cam_vel.X -= std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X;
} else {
// left
m_cam_vel.X += std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X;
}
if (m_last_cam_pos.X != player_yaw) if (m_last_cam_pos.X != player_yaw)
m_last_cam_pos.X = player_yaw; m_last_cam_pos.X = player_yaw;
m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, 48.0f, 62.0f); m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
} }
if (m_cam_vel.Y > 1.0f) { if (m_cam_vel.Y > 1.0f) {
if (m_cam_vel.Y > m_cam_vel_old.Y) if (m_cam_vel.Y > m_cam_vel_old.Y)
m_cam_vel_old.Y = m_cam_vel.Y; m_cam_vel_old.Y = m_cam_vel.Y;
if (m_last_cam_pos.Y > m_camera_direction.Y) { f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
// down m_wieldmesh_offset.Y +=
m_cam_vel.Y -= std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f; m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y;
} else {
// up
m_cam_vel.Y += std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y;
}
if (m_last_cam_pos.Y != m_camera_direction.Y) if (m_last_cam_pos.Y != m_camera_direction.Y)
m_last_cam_pos.Y = m_camera_direction.Y; m_last_cam_pos.Y = m_camera_direction.Y;
m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, -45.0f, -30.0f); m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
} }
m_arm_dir = dir(m_wieldmesh_offset); m_arm_dir = dir(m_wieldmesh_offset);
@ -269,28 +262,23 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
following a vector, with a smooth deceleration factor. following a vector, with a smooth deceleration factor.
*/ */
f32 acc_X = (m_cam_vel_old.X * (1.0f + (1.0f - m_arm_dir.X))) / f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
(20.0f / std::fabs(55.0f - m_wieldmesh_offset.X)); (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
f32 acc_Y = (m_cam_vel_old.Y * (1.0f + (1.0f - m_arm_dir.Y))) /
(15.0f / std::fabs(-35.0f - m_wieldmesh_offset.Y));
if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f) f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
(1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
if (gap_X < 0.1f)
m_cam_vel_old.X = 0.0f; m_cam_vel_old.X = 0.0f;
if (m_wieldmesh_offset.X > 55.0f) m_wieldmesh_offset.X -=
m_wieldmesh_offset.X -= (0.2f + frametime) * acc_X; m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
if (m_wieldmesh_offset.X < 55.0f) if (gap_Y < 0.1f)
m_wieldmesh_offset.X += (0.2f + frametime) * acc_X;
if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f)
m_cam_vel_old.Y = 0.0f; m_cam_vel_old.Y = 0.0f;
if (m_wieldmesh_offset.Y > -35.0f) m_wieldmesh_offset.Y -=
m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y; m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
if (m_wieldmesh_offset.Y < -35.0f)
m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y;
} }
} }
@ -482,8 +470,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
m_cameranode->setAspectRatio(m_aspect); m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y); m_cameranode->setFOV(m_fov_y);
if (m_arm_inertia && frametime > 0.0f) if (m_arm_inertia)
addArmInertia(player->getYaw(), frametime); addArmInertia(player->getYaw());
// Position the wielded item // Position the wielded item
//v3f wield_position = v3f(45, -35, 65); //v3f wield_position = v3f(45, -35, 65);

@ -165,7 +165,7 @@ public:
void drawNametags(); void drawNametags();
inline void addArmInertia(f32 player_yaw, f32 frametime); inline void addArmInertia(f32 player_yaw);
private: private:
// Nodes // Nodes