m_view_bobbing_anim(0),
m_view_bobbing_state(0),
m_view_bobbing_speed(0),
+ m_view_bobbing_fall(0),
m_digging_anim(0),
m_digging_button(-1),
void Camera::step(f32 dtime)
{
+ if(m_view_bobbing_fall > 0)
+ {
+ m_view_bobbing_fall -= 3 * dtime;
+ if(m_view_bobbing_fall <= 0)
+ m_view_bobbing_fall = -1; // Mark the effect as finished
+ }
+
if (m_view_bobbing_state != 0)
{
//f32 offset = dtime * m_view_bobbing_speed * 0.035;
m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
m_playernode->updateAbsolutePosition();
- //Get camera tilt timer (hurt animation)
+ // Get camera tilt timer (hurt animation)
float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
+ // Fall bobbing animation
+ float fall_bobbing = 0;
+ if(player->camera_impact >= 1)
+ {
+ if(m_view_bobbing_fall == -1) // Effect took place and has finished
+ player->camera_impact = m_view_bobbing_fall = 0;
+ else if(m_view_bobbing_fall == 0) // Initialize effect
+ m_view_bobbing_fall = 1;
+
+ // Convert 0 -> 1 to 0 -> 1 -> 0
+ fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
+ // Smoothen and invert the above
+ fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
+ // Amplify according to the intensity of the impact
+ fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
+ }
+
// Set head node transformation
- m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength,0));
+ m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
m_headnode->updateAbsolutePosition();