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Made wielded tool move slightly (and smoothly) during view bobbing. Making the tool be a child node of an empty scene node instead of the camera scene node seemingly fixed the uncontrollable tool jitter, too.
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parent
fc92da4324
commit
63266928a5
3 changed files with 43 additions and 17 deletions
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@ -30,6 +30,7 @@ const s32 BOBFRAMES = 0x1000000; // must be a power of two
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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m_smgr(smgr),
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m_playernode(NULL),
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m_headnode(NULL),
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m_cameranode(NULL),
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m_draw_control(draw_control),
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m_viewing_range_min(5.0),
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@ -59,6 +60,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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// note: making the camera node a child of the player node
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// would lead to unexpected behaviour, so we don't do that.
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m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
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m_headnode = smgr->addEmptySceneNode(m_playernode);
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m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
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m_cameranode->bindTargetAndRotation(true);
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@ -69,6 +71,26 @@ Camera::~Camera()
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{
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}
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bool Camera::successfullyCreated(std::wstring& error_message)
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{
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if (m_playernode == NULL)
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{
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error_message = L"Failed to create the player scene node";
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return false;
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}
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if (m_headnode == NULL)
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{
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error_message = L"Failed to create the head scene node";
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return false;
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}
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if (m_cameranode == NULL)
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{
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error_message = L"Failed to create the camera scene node";
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return false;
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}
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return true;
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}
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void Camera::step(f32 dtime)
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{
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if (m_view_bobbing_state != 0)
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@ -90,16 +112,18 @@ void Camera::step(f32 dtime)
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void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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{
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if (m_playernode == NULL || m_cameranode == NULL)
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return;
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// Set player node transformation
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m_playernode->setPosition(player->getPosition());
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m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
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m_playernode->updateAbsolutePosition();
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// Set head node transformation
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v3f eye_offset = player->getEyePosition() - player->getPosition();
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m_headnode->setPosition(eye_offset);
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m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
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// Compute relative camera position and target
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v3f relative_cam_pos = player->getEyePosition() - player->getPosition();
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v3f relative_cam_pos = eye_offset;
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v3f relative_cam_target = v3f(0,0,1);
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relative_cam_target.rotateYZBy(player->getPitch());
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relative_cam_target += relative_cam_pos;
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@ -128,7 +152,6 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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m_cameranode->setPosition(m_camera_position);
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
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// FOV and and aspect ratio
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m_aspect = (f32)screensize.X / (f32) screensize.Y;
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m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
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