This looks more like MC view bobbing, but still not even close
authorKahrl <kahrl@gmx.net>
Sun, 18 Sep 2011 00:17:39 +0000 (02:17 +0200)
committerKahrl <kahrl@gmx.net>
Sun, 18 Sep 2011 00:17:39 +0000 (02:17 +0200)
src/camera.cpp
src/camera.h

index 2cc27fd6e377e2b2f3fe1eccf685fbb437cf1b0a..0c6fe1df5dff9ffcd6a0050a8074b737f3f789c9 100644 (file)
@@ -53,7 +53,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
 
        m_view_bobbing_anim(0),
        m_view_bobbing_state(0),
-       m_view_bobbing_slow(false)
+       m_view_bobbing_speed(0)
 {
        //dstream<<__FUNCTION_NAME<<std::endl;
 
@@ -95,8 +95,7 @@ void Camera::step(f32 dtime)
 {
        if (m_view_bobbing_state != 0)
        {
-               f32 bobspeed = (m_view_bobbing_slow ? (BOBFRAMES / 4) : BOBFRAMES);
-               s32 offset = MYMAX(dtime * bobspeed, 1);
+               s32 offset = MYMAX(dtime * m_view_bobbing_speed * 0.035 * BOBFRAMES, 1);
                if (m_view_bobbing_state == 2)
                {
                        // Animation is getting turned off
@@ -123,35 +122,36 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
 
        // Compute relative camera position and target
-       v3f relative_cam_pos = eye_offset;
-       v3f relative_cam_target = v3f(0,0,1);
-       relative_cam_target.rotateYZBy(player->getPitch());
-       relative_cam_target += relative_cam_pos;
+       v3f rel_cam_pos = v3f(0,0,0);
+       v3f rel_cam_target = v3f(0,0,1);
 
-       if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0)
+       s32 bobframe = m_view_bobbing_anim & (BOBFRAMES/2-1);
+       if (bobframe != 0)
        {
-               f32 bobamount = cos(player->getPitch() * PI / 180);
-               bobamount = 2 * MYMIN(bobamount, 0.5);
+               f32 bobfrac = (f32) bobframe / (BOBFRAMES/2);
+               f32 bobdir = (m_view_bobbing_anim < (BOBFRAMES/2)) ? 1.0 : -1.0;
 
-               f32 bobangle = m_view_bobbing_anim * 2 * PI / BOBFRAMES;
-               f32 bobangle_s = sin(bobangle);
-               f32 bobangle_c = cos(bobangle);
-               f32 bobwidth = 0.02 * bobamount / (bobangle_c * bobangle_c + 1);
-               f32 bobheight = 1.5 * bobwidth;
+               f32 bobknob = 1.2;
+               f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
 
-               relative_cam_pos.X += bobwidth * bobangle_s;
-               relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
+               v3f bobvec = v3f(
+                       0.01 * bobdir * sin(bobfrac * PI),
+                       0.005 * bobtmp * bobtmp,
+                       0.);
+
+               rel_cam_pos += bobvec * 3.;
+               rel_cam_target += bobvec * 1.5;
        }
 
        // Compute absolute camera position and target
-       m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
-       m_playernode->getAbsoluteTransformation().transformVect(m_camera_direction, relative_cam_target);
+       m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
+       m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target);
        m_camera_direction -= m_camera_position;
 
        // Set camera node transformation
        m_cameranode->setPosition(m_camera_position);
-       // *100.0 helps in large map coordinates
-       m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
+       m_cameranode->setTarget(m_camera_position + m_camera_direction);
+
        // FOV and and aspect ratio
        m_aspect = (f32)screensize.X / (f32) screensize.Y;
        m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
@@ -175,13 +175,19 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        {
                // Start animation
                m_view_bobbing_state = 1;
+               m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
        }
        else if (m_view_bobbing_state == 1)
        {
                // Stop animation
                m_view_bobbing_state = 2;
+               m_view_bobbing_speed = 100;
+       }
+       else if (m_view_bobbing_state == 2 && bobframe == 0)
+       {
+               // Stop animation completed
+               m_view_bobbing_state = 0;
        }
-       m_view_bobbing_slow = player->in_water_stable;
 }
 
 void Camera::updateViewingRange(f32 frametime_in)
index a6dd7476f1a2bd73298eafc2f812fa36fb7a58ab..dd9f30551cdc0a3816d7645c8e010e45174e2e34 100644 (file)
@@ -147,8 +147,8 @@ private:
        // If 1, view bobbing is on (player is walking).
        // If 2, view bobbing is getting switched off.
        s32 m_view_bobbing_state;
-       // If true, view bobbing is slown down (player is swimming)
-       bool m_view_bobbing_slow;
+       // Speed of view bobbing animation
+       f32 m_view_bobbing_speed;
 };
 
 #endif