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Joystick sensitivity for player movement (#11262)

This commit deprecates the forward, backward, left, and right binary
inputs currently used for player movement in the PlayerControl struct.
In their place, it adds the movement_speed and movement_direction
values, which represents the player movement is a polar coordinate
system.

movement_speed is a scalar from 0.0 to 1.0. movement_direction is
an angle from 0 to +-Pi:

	       FWD
	        0
	        _
	 LFT   / \   RGT
	-Pi/2 |   | +Pi/2
	       \_/
	       +-Pi
	       BCK

Boolean movement bits will still be set for server telegrams and
Lua script invocations to provide full backward compatibility.
When generating these values from an analog input, a direction is
considered active when it is 22.5 degrees away from either
orthogonal axis.

Co-authored-by: Markus Koch <markus@notsyncing.net>
Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
NeroBurner 2021-08-27 20:24:24 +02:00 committed by GitHub
parent 149d8fc8d6
commit 1d69a23ba4
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
10 changed files with 137 additions and 98 deletions

View file

@ -566,23 +566,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
}
}
if (control.up)
speedH += v3f(0.0f, 0.0f, 1.0f);
if (control.down)
speedH -= v3f(0.0f, 0.0f, 1.0f);
if (!control.up && !control.down)
speedH -= v3f(0.0f, 0.0f, 1.0f) * (control.forw_move_joystick_axis / 32767.f);
if (control.left)
speedH += v3f(-1.0f, 0.0f, 0.0f);
if (control.right)
speedH += v3f(1.0f, 0.0f, 0.0f);
if (!control.left && !control.right)
speedH += v3f(1.0f, 0.0f, 0.0f) * (control.sidew_move_joystick_axis / 32767.f);
speedH = v3f(sin(control.movement_direction), 0.0f, cos(control.movement_direction));
if (m_autojump) {
// release autojump after a given time
@ -639,6 +623,8 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
else
speedH = speedH.normalize() * movement_speed_walk;
speedH *= control.movement_speed; /* Apply analog input */
// Acceleration increase
f32 incH = 0.0f; // Horizontal (X, Z)
f32 incV = 0.0f; // Vertical (Y)
@ -1106,9 +1092,7 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
if (m_autojump)
return;
bool control_forward = control.up ||
(!control.up && !control.down &&
control.forw_move_joystick_axis < -0.05f);
bool control_forward = keyPressed & (1 << 0);
bool could_autojump =
m_can_jump && !control.jump && !control.sneak && control_forward;