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Fix single-frame lag in camera yaw/pitch, tune view bobbing and add wielded tool movement when walking and tweak stuff a bit

This commit is contained in:
Perttu Ahola 2011-09-26 15:09:04 +03:00
parent 3e012122d1
commit 2ecd53ce09
2 changed files with 99 additions and 57 deletions

View file

@ -126,9 +126,11 @@ void Camera::step(f32 dtime)
{
if (m_view_bobbing_state != 0)
{
f32 offset = dtime * m_view_bobbing_speed * 0.035;
//f32 offset = dtime * m_view_bobbing_speed * 0.035;
f32 offset = dtime * m_view_bobbing_speed * 0.030;
if (m_view_bobbing_state == 2)
{
#if 0
// Animation is getting turned off
if (m_view_bobbing_anim < 0.5)
m_view_bobbing_anim -= offset;
@ -139,6 +141,29 @@ void Camera::step(f32 dtime)
m_view_bobbing_anim = 0;
m_view_bobbing_state = 0;
}
#endif
#if 1
// Animation is getting turned off
if(m_view_bobbing_anim < 0.25){
m_view_bobbing_anim -= offset;
} else if(m_view_bobbing_anim > 0.75){
m_view_bobbing_anim += offset;
} if(m_view_bobbing_anim < 0.5){
m_view_bobbing_anim += offset;
if(m_view_bobbing_anim > 0.5)
m_view_bobbing_anim = 0.5;
} else {
m_view_bobbing_anim -= offset;
if(m_view_bobbing_anim < 0.5)
m_view_bobbing_anim = 0.5;
}
if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
fabs(m_view_bobbing_anim - 0.5) < 0.01)
{
m_view_bobbing_anim = 0;
m_view_bobbing_state = 0;
}
#endif
}
else
{
@ -183,15 +208,24 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
#if 1
f32 bobknob = 1.2;
f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
v3f bobvec = v3f(
bobdir * sin(bobfrac * PI),
0.8 * bobtmp * bobtmp,
0.3 * bobdir * sin(bobfrac * PI),
-0.28 * bobtmp * bobtmp,
0.);
rel_cam_pos += 0.02 * bobvec;
rel_cam_target += 0.03 * bobvec;
rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
//rel_cam_pos += 0.2 * bobvec;
//rel_cam_target += 0.03 * bobvec;
//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
float f = 1.0;
rel_cam_pos += bobvec * f;
//rel_cam_target += 0.995 * bobvec * f;
rel_cam_target += bobvec * f;
rel_cam_target.Z -= 0.005 * bobvec.Z * f;
//rel_cam_target.X -= 0.005 * bobvec.X * f;
//rel_cam_target.Y -= 0.005 * bobvec.Y * f;
rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
#else
f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
f32 angle_rad = angle_deg * PI / 180;
@ -241,12 +275,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
// Euler angles are PURE EVIL, so why not use quaternions?
core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
core::quaternion quat_end(v3f(90, 20, -130) * core::DEGTORAD);
core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
core::quaternion quat_slerp;
quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
quat_slerp.toEuler(wield_rotation);
wield_rotation *= core::RADTODEG;
}
else {
f32 bobfrac = my_modf(m_view_bobbing_anim);
wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
}
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
m_wieldnode->updateLight(player->light);
@ -557,6 +596,8 @@ void ExtrudedSpriteSceneNode::updateLight(u8 light)
m_light = light;
u8 li = decode_light(light);
// Set brightness one lower than incoming light
diminish_light(li);
video::SColor color(255,li,li,li);
setMeshVerticesColor(m_meshnode->getMesh(), color);
}