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Swing the camera down when the player lands on the ground, based on the velocity the surface is hit with.
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@ -67,6 +67,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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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_speed(0),
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m_view_bobbing_fall(0),
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m_digging_anim(0),
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m_digging_button(-1),
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@ -134,6 +135,13 @@ inline f32 my_modf(f32 x)
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void Camera::step(f32 dtime)
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{
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if(m_view_bobbing_fall > 0)
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{
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m_view_bobbing_fall -= 3 * dtime;
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if(m_view_bobbing_fall <= 0)
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m_view_bobbing_fall = -1; // Mark the effect as finished
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}
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if (m_view_bobbing_state != 0)
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{
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//f32 offset = dtime * m_view_bobbing_speed * 0.035;
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@ -237,11 +245,28 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
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m_playernode->updateAbsolutePosition();
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//Get camera tilt timer (hurt animation)
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// Get camera tilt timer (hurt animation)
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float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
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// Fall bobbing animation
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float fall_bobbing = 0;
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if(player->camera_impact >= 1)
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{
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if(m_view_bobbing_fall == -1) // Effect took place and has finished
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player->camera_impact = m_view_bobbing_fall = 0;
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else if(m_view_bobbing_fall == 0) // Initialize effect
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m_view_bobbing_fall = 1;
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// Convert 0 -> 1 to 0 -> 1 -> 0
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fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
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// Smoothen and invert the above
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fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
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// Amplify according to the intensity of the impact
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fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
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}
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// Set head node transformation
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m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength,0));
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m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
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m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
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m_headnode->updateAbsolutePosition();
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@ -166,6 +166,8 @@ private:
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s32 m_view_bobbing_state;
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// Speed of view bobbing animation
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f32 m_view_bobbing_speed;
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// Fall view bobbing
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f32 m_view_bobbing_fall;
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// Digging animation frame (0 <= m_digging_anim < 1)
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f32 m_digging_anim;
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@ -329,6 +329,9 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
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if(!touching_ground_was && touching_ground){
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MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
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m_gamedef->event()->put(e);
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// Set camera impact value to be used for view bobbing
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camera_impact = getSpeed().Y * -1;
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}
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{
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@ -59,6 +59,8 @@ public:
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float last_yaw;
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unsigned int last_keyPressed;
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float camera_impact;
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private:
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// This is used for determining the sneaking range
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v3s16 m_sneak_node;
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