From: Kahrl Date: Sun, 18 Sep 2011 00:17:39 +0000 (+0200) Subject: This looks more like MC view bobbing, but still not even close X-Git-Url: http://81.2.79.47:8989/gitweb/?a=commitdiff_plain;h=ae66d611f2020e0fddb45f40af2d42c13e7ba585;p=zefram%2Fminetest%2Fminetest_engine.git This looks more like MC view bobbing, but still not even close --- diff --git a/src/camera.cpp b/src/camera.cpp index 2cc27fd6..0c6fe1df 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -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<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) diff --git a/src/camera.h b/src/camera.h index a6dd7476..dd9f3055 100644 --- a/src/camera.h +++ b/src/camera.h @@ -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